Hook

Description

  • Genre : Zelda-like
  • Game Engine : Unity
  • Plateform : PC
  • Production Time : 5 months
  • Team :
  • Marion Betremieux - Game Artist
    Thomas Depraz-Depland - Game Designer - Lead Programmer
    Léo Gosselet - Game Artist
    Timothé Huerre - Game Designer - Programmer
    Lea Margiotta - Lead Game Artist
    Marine Mazurier - Game Artist
    Mathieu Van Cappellen - Game Designer - Sound Designer

    Context

    This was my second project using Unity. We had to create a zelda inspired action adventure game again using pixel art graphics. Our group was composed of 4 game artists and 3 game designers. We had some guidelines to create the gameplay mechanics, there had to be 3 different enemies, puzzles, and a boss. Again we were free to create the story and the universe of the game.
    Unfortunately, we went on lockdown right at the end of the pre-production of the game, and it was quite hard to adapt

    About Hook

    Hook is a zelda-like game where you play as an Axolotl defending his village against crabs. You have to save the villagers kidnapped by the crabs, and defeat their boss.
    With the help of your grappling hook you have to solve puzzles and slay the crabs standing in your way. You will meet a lot of characters which will help you during your quest.

    My Work

    On this project I was Lead Game Programmer, meaning I had to write documentation about programming nomenclature, the Git workflow etc… I also had to verify my colleagues code and help them whenever I could. I wrote parts of the Game Design Document, especially the technical parts that were going to be used later on, during development.
    I worked a bit on the player controller especially on the grappling hook, which was quite a challenging mechanic to develop. I also worked on the enemies of the game, except the boss. I developed a lot of the interactable objects used to create puzzles, such as pressure plates, doors, crates, rafts etc…

    Conclusion

    This project was really ambitious and we had a hard time wrapping it up especially since we were on lockdown and unable to see each other. Though, I am very pleased with the result. I learned a lot being the lead programmer on this project. At times, it was really hard to take on my responsibilities. My knowledge of Unity and C# programming grew even more and I am really proud of what we managed to do as a team.

    Gameplay Footage